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Ceroptor Swarm

Huge swarm of Medium aberrations, chaotic evil

Armor Class 17 (natural armor)
Hit Points 292 (39d8 + 117)
Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 16 (+3) 19 (+4) 15 (+2) 13 (+1)

Saving Throws Int + 7 (see Powerful Mind)
Skills Deception +7, Intimidation +7, Perception +8, Persuasion +7, Stealth +6
Damage Resistances acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 18
Languages Ashtuul, Belligren, Common
Challenge 16 (15,000 XP)

SPECIAL TRAITS

  • Distracting Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a medium aberration. The swarm can’t regain hit points or gain temporary hit points. Additionally, creatures sharing the same space as a swarm are distracted. They gain disadvantage on all attack rolls and ability checks (but not saving throws).
  • Innate Spellcasting (Psionic). As above. Powerful Mind. As above.
  • Steal Body. As above.

ACTIONS

  • Multiattack. The ceroptor swarm makes three stinger attacks.
  • Stinger. Melee Weapon Attack: +6 to hit, reach 0 ft., all creatures in the swarm’s space. Hit: 23 (6d6 + 2) piercing damage, or 12 (3d6 + 2) piercing damage if the swarm has half of its hit points or fewer. The target must succeed on a DC 15 Constitution saving throw or become paralyzed for 1 minute. The creature can make a new saving throw at the beginning of their turn, ending the effect on a success.
  • Ganglion Probe. As above.
Section 15: Copyright Notice
Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham